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Log for #openttd on 1st April 2016:
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07:30:47  <andythenorth> o/
07:33:02  <planetmaker> Eddi|zuHause, actually I *did* make the river sprites, but not the rock sprites.
07:33:10  <planetmaker> moin also :)
07:34:37  <planetmaker> I had my hands on *all* OpenGFX ground sprites, but not enough to claim having made them. I mostly made them 'scriptable' in a big gimp file with many layers
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09:05:54  <Wolf01> I'm dying to know why the 1.6.0 has not been published today :)
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09:09:02  <andythenorth> today is not over yet? o_O
09:09:05  * andythenorth does not know
09:11:55  <Wolf01> I'm used to wake up and find april fools and fake april fools already there, maybe I woke up too early :P
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12:56:59  <Eddi|zuHause> yeah, it used to be that release was around 0:00. those times have faded, i guess
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13:59:22  <Samu> This "werks" -> https://paste.openttdcoop.org/pa0v9rhxl
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13:59:41  <Samu> but how do i test savegame / loadgame compatibility?
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14:26:39  <Samu> from my testings, there is no apparent issues with backward compatibility
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14:34:53  <Samu> saving the game with max_no_competitors set to 15 with load fine on the old client version, it just reverts it to 14
14:36:00  <Samu> saving the game with max_no_competitors set to 15 with load fine on the same client version, will still have it set to 15
14:36:03  <Samu> seems to be working
14:38:03  <Samu> do I need to test something else?
14:39:12  <Samu> seems odd that it's working, when you were telling me that the number 14 wasn't chosen on a whim
14:39:23  <Samu> what else must I check?
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14:54:00  <Samu> hi Alberth please help
14:56:17  <Alberth> /me gives Samu a tea
14:57:39  <Samu> http://irclogs.qmsk.net/channels/openttd/link/1459519162#1459519162
15:00:49  <Eddi|zuHause> "Reddid has removed a paragraph from its transparency report that it never received a 'national security letter' or other secret request by law enforcement agencies to disclose data"
15:01:01  <Eddi|zuHause> s/id/it/
15:06:40  <Eddi|zuHause> also, Genscher died. :/
15:07:50  <Eddi|zuHause> now that is a person who probably had a big (but very indirect) influence on my life
15:08:31  <Alberth> Samu: administrator logging in?
15:09:07  <Samu> what is that?
15:09:25  <Alberth> MP, server owner, logging in to fix problems
15:09:47  <Alberth> how are you going to do that with 15 AIs?
15:10:42  <Samu> uhm, is that the rcon command?
15:11:03  <Samu> sorry i'm not familiar
15:11:06  <Alberth> I don't know, I never manage MP games
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15:11:12  <Alberth> I don't even run them
15:11:18  <Alberth> hi hi andy
15:14:36  <Alberth> tbh I don't even understand why 14 AIs isn't enough
15:14:49  <andythenorth> hi Alberth
15:15:18  <Alberth> MP game completely filled with AIs is just madness, imho
15:15:19  <ST2> Samu is a voyeur, I guess xD
15:15:56  <Samu> st2, how do i administrator loggin in ?
15:16:09  <ST2> server side?
15:16:20  <Samu> no idea
15:16:23  <ST2> if that, check rcon password
15:16:25  <Samu> both sides
15:16:33  <ST2> set in openttd.cfg
15:16:36  <Samu> i didn't set a password
15:16:59  <Samu> can i set a pass with the server still running?
15:17:23  <ST2> that I have no idea - never done it :S
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15:19:33  <Samu> rcon_password, admin_password, server_password, which one is it?
15:19:36  <Samu> rcon, ok
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15:21:26  <ST2> https://wiki.openttd.org/Console_Commands
15:24:48  <Samu> i was able to send a message
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15:25:26  <Samu> rcon 123 "say test", message was sent
15:25:52  <Samu> what do i need to test exactly Alberth ?
15:28:21  <Alberth> like I said, I never managed any MP game, how would I know?
15:30:43  <Samu> t.t ST2, halp
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15:41:29  <Samu> I don't undestand this admin_password. what is this for
15:41:37  <Samu> isn't rcon the same?
15:42:16  <ST2> admin_password is to connect to admin port (I think :)
15:43:55  <Samu> uhm :( what's an admin port? :8
15:44:29  <ST2> https://wiki.openttd.org/Server_admin_port
15:45:29  <Samu> 3977? that is not forwarded
15:45:54  <Samu> only 3979-3986 are
15:46:04  <ST2> you only need it if you use some kind of listner software
15:46:18  <ST2> again, I think - I'm kinda noob on those matters ^^
15:46:45  <Samu> i thought you were in charge of 50 btpro servers :8
15:47:28  <ST2> 28, but don't know all specifics by heart
15:48:15  <Samu> you enter them with rcon command?
15:48:31  <Samu> can you enter mine?
15:48:35  <ST2> no, but because of the software controller we use
15:48:37  <Samu> if you know the rcon pass?
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15:49:15  <ST2> well, I have access to servers (machines themselves) - so, yes I know rcon pw ^^
15:49:57  <ST2> previous link: as I said, if you dnt use some admin port listener, won't need/use admin port
15:50:19  <ST2> so no need to forward it
15:50:41  <Samu> ok, try messing around in this server, see what you can manage to do, there's 15 AI's https://www.openttd.org/en/server/99177 rcon_password = 123
15:51:02  <ST2> <<-- @ work
15:51:07  <Samu> i don't really know what Alberth wanted me to try
15:51:09  <ST2> games dnt combine well here ^^
15:51:16  <Samu> oh :8 ok
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15:53:03  <Samu> admin_password = 456
15:53:14  <Samu> but I dont have port 3977 forwarded :(
15:53:19  <Samu> so i remove admin pass?
15:54:23  <Wolf01> meh, broke visual studio with the update... no work today
15:54:52  <Alberth> just type code, without compiling :)
15:55:10  <Wolf01> nah, I need to compile it
15:55:37  <Wolf01> also I would like intellisense
15:56:35  <Samu> brb removing admin_password
15:56:50  <Alberth> oh, microsoft name for auto completions :)
15:57:07  <andythenorth> oh bollocks
15:57:26  <andythenorth> the conflicting industry code is still C-Pre-Processor macros
15:57:35  <Alberth> :(
15:57:58  <andythenorth> I can port it, just means conflict checks will take longer to add than I hoped
15:58:05  <Alberth> I did see a list of conflicting industries somewhere-ish
15:58:27  <andythenorth> there are lists on each industry
15:58:32  <andythenorth> manually maintained
15:58:39  <Alberth> but not used?
15:58:44  <andythenorth> ‘maintained’
15:58:55  <andythenorth> out of date
15:59:26  <Samu> how do i remove a password? tried leaving the setting empty
15:59:38  <Samu> but it just tells the urrent password
15:59:48  <andythenorth> I could feed the python property from the python conflict check
15:59:55  <andythenorth> and leave the templating untouched
16:01:21  <Alberth> yeah, I'd consider it 2 problems, getting the list less outdated, and generation of the checks :)
16:01:53  <andythenorth> I wanted to make the checks economy aware, because there might be a fractional perfomance implication
16:02:02  <andythenorth> probably minimal at best
16:02:51  <Alberth> sounds likely, as it's only done while building a new industry
16:04:11  <Samu> think i got it
16:04:26  <Samu> setting network.admin_password ""
16:04:31  <Samu> no password set now
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16:12:06  <andythenorth> well let’s see...
16:16:38  <andythenorth> Alberth: (I slept little, and am being stupid)
16:16:47  <andythenorth> I want to import chk_ind_compatibility to industry.py
16:16:53  <andythenorth> but that’s a circular import...
16:19:40  <Alberth> that doesn't usually work :)
16:20:00  <andythenorth> not so much
16:20:01  <Alberth> not sure what it needs there, maybe you can pass it through parameters?
16:20:40  <andythenorth> I just need to call it from Industry methods
16:21:10  <andythenorth> actually there’s probably another way
16:21:34  <Alberth> you can work around the import by moving it into the code, but euhm, hacky :)
16:22:41  <andythenorth> Industry is already a god file :)
16:33:30  <andythenorth> Alberth: do you have output from chk_ind_compatibility.py?
16:33:33  <andythenorth> o_O
16:34:47  <Alberth>  http://devs.openttd.org/~alberth/compability_output.txt
16:36:09  <andythenorth> thanks
16:36:21  <andythenorth> the file is python 2, right? o_O
16:36:25  <Alberth> yes
16:37:50  <andythenorth> I ported it to python 3, but something else is amiss locally
16:37:59  <andythenorth> I think I’ll come back to this one :)
16:38:27  <Alberth> ok
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16:43:45  * andythenorth tries to teach RV pathfinder to stay out of some tiles, depending on road subtype
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17:02:58  <andythenorth> looks like GetTileTrackStatus() is the place to patch
17:14:02  <andythenorth> maybe not
17:21:29  <Wolf01> meh, VS doesn't see that the universal app tools are already installed
17:21:55  <Wolf01> I even tried to reinstall it :(
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17:22:03  <supermop> yo
17:25:56  <andythenorth> hmm Eddi suggested IndividualRoadVehicleController
17:26:00  <andythenorth> or so
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17:28:37  <andythenorth> quak
17:28:44  <andythenorth> etc :)
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17:30:32  <frosch123> hoi
17:37:31  <Alberth> hoi
17:37:58  <frosch123> you have 1 hour left to report typos in the changelog :)
17:38:37  <frosch123> does this highlight l_n ?
17:39:17  <frosch123> hmm
17:39:20  <frosch123> @seen *ln*
17:39:20  <DorpsGek> frosch123: *ln* could be __ln__ (10 weeks, 1 day, 19 hours, 32 minutes, and 59 seconds ago), __ln___ (18 weeks, 2 days, 1 hour, 34 minutes, and 48 seconds ago), __ln_ (37 weeks, 5 days, 8 hours, 2 minutes, and 58 seconds ago), Invulner (2 years, 0 weeks, 5 days, 5 hours, 1 minute, and 8 seconds ago), michelNL (2 years, 11 weeks, 5 days, 2 hours, 26 minutes, and 38 seconds ago), SOULNCHAIN (3 years, 10 weeks, (2 more messages)
17:40:18  * andythenorth already did the FIRS 2.0.0 tag
17:40:29  <andythenorth> so if I made errors in my changelog, I’m screwed :D
17:40:54  <andythenorth> hmm, somewhere, there must be a simple check that the tile has compatible roadtype on it
17:41:03  <andythenorth> but is it in vehicle, or road, or pathfinder :P
17:41:16  <Alberth> changelog looks good to me
17:41:43  <Alberth> probably in expanding to neighbour tiles in the path finder
17:42:28  <andythenorth> I think I am confused between vehicle movement, and pathfinding so far
17:42:42  * andythenorth assumes roadtype must be irrelevant for movement
17:43:02  <andythenorth> it’s only when entering a tile that type must be checked?
17:43:03  <frosch123> andythenorth: src/pathfinder/follow_track.hpp and src/road_cmd.cpp
17:43:45  <andythenorth> ta
17:44:49  <andythenorth> I assumed GetTileTrackStatus_Road() but I can’t see any case for normal road there
17:44:54  <andythenorth> only special handling for depots etc
17:45:08  <frosch123> that is one of the two functions
17:45:29  <frosch123> sub_mode is the roadtype
17:45:41  <DorpsGek> Commit by translators :: r27530 trunk/src/lang/catalan.txt (2016-04-01 19:45:37 +0200 )
17:45:42  <DorpsGek> -Update from Eints:
17:45:43  <DorpsGek> catalan: 2 changes by juanjo
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17:46:05  <frosch123> RoadType rt = (RoadType)FindFirstBit(sub_mode); <- that one for example
17:46:22  <andythenorth> ha
17:46:36  <andythenorth> ‘sub_mode’ exists, and I have added ‘subtype’ also
17:46:40  <andythenorth> not confusing at all
17:46:42  <frosch123> you likely need to extend sub_mode so it contains both the road/tram flag as well as your new road/tram subtype
17:47:15  <frosch123> if ((GetRoadTypes(tile) & sub_mode) == 0) break; <- likely it is then sufficient to extend that check with your subtype
17:47:42  <frosch123> the second function you need to change is VehicleEnter_Road
17:48:21  <frosch123> the thirs is CFollowTrackT::GetSingleTramBit
17:48:49  <frosch123> that should be enough
17:52:01  <andythenorth> great :)
17:53:42  <Samu> some suggestions for the AI/Game Script Window: inside the "AIs" window, expand the size of the list so that the entire list is visible without having to scroll up or down"
17:53:46  <frosch123> i guess you may need something like sub_mode = road_types | road_subtype << 8 | tram_subtype << 16
17:54:08  <Samu> also, each line should be numbered, from #1 to 15
17:54:32  <Samu> then instead of having a Configure button, have the parameters display immediately on a panel to the right
17:54:57  <frosch123> 1 to 15 would be misleading
17:55:06  <frosch123> that would look like company numbers
17:55:07  <Samu> just highlighing an AI from the list, would immediately display its parameters on the panel
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17:55:44  <frosch123> Samu: make it consistent with newgrf gui
17:56:29  <Samu> with presets?
17:56:35  <Samu> that window is too complex for me
18:00:48  <Samu> 1 to 15 is misleading?
18:01:51  * andythenorth goes back to first principles: bitwise AND of GetRoadTypes(tile) & sub_mode
18:02:15  <andythenorth> I get 0 if both bits are 0?
18:02:27  <andythenorth> and 1 if both bits are 1?
18:03:17  <Alberth> x and y == 1   only happens when x == 1 and y == 1
18:03:44  <Alberth> x or y == 1 only happens when x == 1 or y == 1 (or both)
18:04:10  <Samu> the misleading part for me is related with how the window interacts with the max number of competitors settings.
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18:06:49  <Samu> if i set a max number of 5 AIs, the list allows me to configure the slots from 2 to 6, slot 1 is always assumed to be human
18:07:49  <Samu> if the game is multiplayer, some other human joins in and takes company 3 slot, the max no of competitor settings will still end up starting 5 companies, but will not be able to use the settings from the slot 3
18:08:31  <Samu> we got company 1 and 3 humans, then 2, 4, 5 ,6, 7 as AIs, but I was not able to configure slot 7
18:08:46  <Samu> it starts a Random AI
18:10:22  <Samu> and I have no real idea how to make this more flexible
18:10:49  <Samu> each line is tied to a company #
18:17:43  <Samu> for now, the only feasible thing I can think of, is to get rid of the limitation
18:18:07  <Samu> no interaction between max no competitors and the list
18:18:46  <Samu> but won't fix the real problem
18:23:19  * andythenorth tried to make ROADTYPE_ROAD drive on tram by ORing the RoadBits
18:23:21  <andythenorth> but nah
18:23:25  <andythenorth> didn’t work
18:24:22  <Samu> must find a way to untie line position from company id#
18:25:04  <Alberth> track next unused line, while walking over companies
18:25:40  <Alberth> or find next company while walking over lines
18:27:40  <DorpsGek> Commit by frosch :: r27531 /branches/1.6 (5 files in 3 dirs) (2016-04-01 20:27:37 +0200 )
18:27:41  <DorpsGek> [1.6] -Update: Documentation
18:31:16  <andythenorth> :D
18:32:35  <DorpsGek> Commit by frosch :: r27532 /tags/1.6.0 (11 files in 3 dirs) (2016-04-01 20:32:32 +0200 )
18:32:36  <DorpsGek> -Release: 1.6.0
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18:34:27  <Wolf01> \o/
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18:40:20  <andythenorth> ha bananaramas only knows about old OpenTTD versions
18:43:55  <sim-al2> >Release: 1.6.0
18:44:08  * sim-al2 goes to openttd.org
18:44:37  <sim-al2> I guess that's not how things work though
18:47:30  <Alberth> this was just the commit, you need a little patience to get the binaries built
18:47:34  <Samu> thx supermop, now what the heck is a foundation :(
18:47:43  <Samu> I'm sad
18:48:02  <supermop> huh?
18:48:10  <Samu> for the sprites for testing
18:48:11  <Alberth> piece of wall to make the tile flat
18:51:17  <supermop> the foundations are already in base sets
18:52:01  <andythenorth> meh, forums list formatting is a PITA :)
18:53:49  <Alberth> use ascii editor, copy+paste :)
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18:54:57  <andythenorth> all wiki & forum formatting is evil :)
18:55:05  <andythenorth> either respect tabs, or give me html :)
18:55:11  <andythenorth> most do neither :P
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19:01:47  <Samu> (8) SLOPE_N,  (13) SLOPE_ENW, (29) SLOPE_STEEP_N
19:02:20  <Samu> that's the slopes you provided
19:02:30  <Samu> now, I don't even know how to put them to use
19:03:16  <andythenorth> patience grasshopper
19:03:28  <andythenorth> http://www.tt-forums.net/viewtopic.php?p=1166269#p1166269
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19:20:33  <andythenorth> I commented out // if (side != INVALID_DIAGDIR && (DiagDirToRoadBits(side) & bits) == 0) break;
19:20:52  <andythenorth> and am confused why road vehicles aren’t now behaving unusually
19:24:00  <andythenorth> nvm :)
19:24:20  <Alberth> :)
19:25:40  * andythenorth usually learns by trying to break stuff
19:25:51  <andythenorth> and then triggering alerts or odd behaviour
19:25:59  <andythenorth> alert / assert /s
19:26:21  <Alberth> I try that too, every now and then :)
19:33:11  <supermop> samu does the approach make sense
19:33:57  <supermop> that we can cut up the existing ogfx+ rapids to make the slopes?
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19:39:42  <frosch123> @topic set 1 1.6.0
19:39:42  *** DorpsGek changed the topic of #openttd to: 1.6.0 | Website: *.openttd.org (translator: translator, server list: servers, wiki: wiki, patches & bug-reports: bugs, revision log: hg, release info: finger) | Don't ask to ask, just ask | 'Latest' is not a valid version, 'Most recent' neither | English only | Logs: @logs | #openttd.dev if this channel is really spammy
19:40:34  <Samu> hey supermop, I am clueless, honestly, I don't know what to do at this point.
19:40:57  <Samu> I'm not familiar with foundations
19:41:48  <andythenorth> ha
19:42:00  <andythenorth> FIRS release to forums is so emotionally rewarding :P
19:42:02  <Samu> I'd like to test the slopes you gave me, but i have no idea how to even make use of them
19:42:10  <Alberth> :)
19:42:22  <supermop> you wont need foundations for those
19:42:28  <andythenorth> at least my road vehicle is now refusing to drive on certain road tiles
19:42:48  <Alberth> great :)
19:42:53  <andythenorth> I think this _might_ not be complete though o_O
19:42:54  <andythenorth> if (road_subtype != 0) break;
19:43:08  <Alberth> I hope it's not even/off tiles, or you get nowhere :p
19:43:14  <Alberth> *odd
19:43:38  <supermop> samu what seems to be the problem - they should work similar to the existing ogfx river slopes
19:46:49  <Samu> gonna write some random code
19:46:56  <andythenorth> you need to find the drawing routine, if you haven’t already
19:47:01  <andythenorth> and patch in some new sprite numbers
19:47:02  <Samu> and see what intellisense complains
19:47:12  <supermop> i don't how else to explain
19:47:24  <andythenorth> and modify the magic newgrf that ottd uses for extra stuff
19:47:50  <andythenorth> I can’t remember if that auto-compiles, or if you have to do it manually with grfcodec
19:48:41  <andythenorth> media/extra_grf/rivers
19:49:13  * andythenorth drew those sprites, much regret :P
19:49:36  <andythenorth> yeah, you’ll need to extend the nfo to provide new sprites
19:49:50  <andythenorth> it only _sounds_ hard :)
19:50:57  <Samu> aha, i found that folder: media/extra_grf/rivers
19:51:06  <andythenorth> ha, I’ve got a vehicle stuck in a loop on a tile it should not have entered :)
19:51:08  <andythenorth> clearly more to do
19:51:41  <Samu> I'm slow lol
19:51:49  <Samu> ok i put the png there
19:52:00  <Samu> now i need to make the code make use of it
19:52:12  <andythenorth> need to extend the nfo
19:52:18  <andythenorth> .nfo files
19:52:42  <Samu> yes, i see those in the same folder, interesting
19:52:49  <supermop> what i am suggesting samu, is just like how i cut up the slopes to reassemble,
19:53:10  <Samu> there's 4 tilesets even
19:53:26  <supermop> maybe your code can make whatever slop it needs by cutting parts of the existing ones
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19:53:39  <drac_boy> hi
19:54:15  <supermop> and choose from those 4 or so options so you get exponential amount of pseudo-random possibilities?
19:54:48  <supermop> if thats too hard i can just manually make the other needed slopes
19:55:59  <supermop> what about a river that only runs along the bottom of a slope though - we don't need or want any water shown on the sloped face - only the flat bottom?
19:56:50  <Samu> I envision it requiring river being on both flat and sloped
19:57:06  <andythenorth> it will be a faster patch initially if there’s no compositing of sprites, is my guess
19:57:12  <andythenorth> current river sprites are composited
19:57:22  <andythenorth> but I would guess that means writing more code
19:57:37  <supermop> andythenorth: yeah, just imagining a future with less repetition in graphics
19:57:46  <supermop> and less drawing by me
19:57:51  <andythenorth> optimisation
19:58:01  <andythenorth> time-to-working patch is what matters initially :)
19:58:06  <Samu> the river borders are dependant on the surrounding tiles
19:58:12  <Samu> i see
19:58:20  <supermop> yeah
19:58:59  <supermop> so you might end up with imposible things like a river running sideways along a slope
19:59:26  <Samu> yes, just like in the picture
19:59:29  <andythenorth> hmm
19:59:38  <supermop> andythenorth: computer time cheaper than artist time
20:00:03  <andythenorth> https://paste.openttdcoop.org/pap2lf9xm/j16fug/raw
20:00:23  <andythenorth> works for road, but trams are entering a tile they shouldn’t be, then getting stuck
20:00:27  <supermop> yep looks like some code
20:01:00  <supermop> that happend if a real tram drives onto the pavement too
20:04:21  <Samu> how do i edit the .nfo files? ;( need a special program?
20:04:37  <Samu> i can't quite get the coding style in that file
20:04:51  <drac_boy> nfo is just text
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20:05:12  <Samu> i think you mean numbers
20:05:16  <Samu> not much text
20:05:18  <drac_boy> abit sometimes line breaks may be omitted
20:05:35  <drac_boy> samu .. *.num doesn't really exist unless you're thinking of numeric :)
20:05:55  <Samu>    -1 sprites/rapids.png 8bpp  10   10  64  23 -31   0 normal
20:06:06  <Samu> need a guide for deciphering this
20:06:40  <drac_boy> thats the sprite position line I believe
20:07:37  <Samu> http://newgrf-specs.tt-wiki.net/wiki/Main_Page found something
20:07:53  <andythenorth> those are action 1s or so
20:08:22  <andythenorth> it’s ok once you understand how to read the bytes
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20:26:53  * andythenorth wonders at tram magic
20:27:06  <supermop> trams are magic, i miss them
20:27:36  <supermop> not sure about 3 billion to build one in williamsburg though
20:28:18  <andythenorth> I don’t think it’s GetSingleTramBit that allows the tram to enter a tile with wrong subtype
20:28:31  <drac_boy> heh I only like certain trams but too many of them are either rusty plastic and/or bad city planning route-wise
20:28:35  <drac_boy> :-s
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20:35:46  <supermop> a tram shows a civic minded commitment and sacrifice that buses do not
20:36:05  <supermop> and allow neighborhoods to plan themselves around a certain fixture
20:36:28  <supermop> whereas a bus line can easily be cancelled
20:36:36  <supermop> or curtailed
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20:40:31  <drac_boy> well sumpermop the problem is the street was there first usually
20:40:53  <drac_boy> plus forget about being able to detour a service without keeping non-tram buses on backup
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20:41:07  <drac_boy> (just saying)
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20:42:36  <andythenorth> hmm
20:42:43  <andythenorth> well I can’t fix RVs
20:42:54  <andythenorth> and forums have delivered the usual slap in the face to 1 year’s work
20:43:03  <andythenorth> Valued Opinions
20:43:32  <frosch123> eints can now operate on git repositories
20:43:35  <frosch123> (maybe)
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20:44:23  <andythenorth> o_O
20:45:18  <frosch123> he, no fishing in arctic? :p
20:46:06  <andythenorth> nah, fish are everywhere
20:46:17  <andythenorth> I did a diff of Arctic against Temperate
20:46:21  <andythenorth> there were about 4 differences
20:46:25  <andythenorth> _so_ boring
20:46:33  <frosch123> :)
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20:46:57  <frosch123> all fish are extinct in arctic now
20:47:15  <andythenorth> fishing is not that big a deal in Scandinavia
20:47:21  <andythenorth> I thought it was, but it’s not, so eh
20:47:44  <andythenorth> drilling dead fish out the ground in black liquid form is the major money earner
20:47:47  <andythenorth> and making tractor
20:48:12  <drac_boy> heh
20:49:16  <andythenorth> no release post frosch123? o_O
20:49:24  <supermop> andythenorth: and chainsaws and sewing machines
20:49:36  <frosch123> no, want to write on?
20:49:43  * andythenorth wants to go to bed :P
20:49:55  <andythenorth> I was only sticking around to do \o/ in encouragement
20:50:12  <supermop> and a car that drains its battery every night so yu have to push start it by walking it along with one leg out the door
20:50:14  <andythenorth> “1.6.0 is done. Changelog: [url]"
20:50:19  <frosch123> andythenorth: only rcs need a post
20:50:32  <frosch123> when we did no post, there were like 1/4 of testers
20:50:39  <frosch123> but, who cares about the release?
20:50:42  <andythenorth> ha
20:51:02  <frosch123> maybe someone provides a haiku in a few days :)
20:51:14  <andythenorth> well in that case
20:51:19  <andythenorth> 1.6.0 \o/
20:51:21  <andythenorth> and bed
20:51:28  <andythenorth> tomorrow, I fight RVS again :P
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21:08:40  <Tedjam> Any assistance? Setting up a server 1.5.3 on Ubu; Cant seem to find it on server list. server_advertise is true, and ports *should* be working, hit me for any more details
21:09:00  <frosch123> @ports
21:09:00  <DorpsGek> frosch123: OpenTTD uses TCP and UDP port 3979 for server <-> client communication, UDP port 3978 for masterserver (advertise) communication (outbound), and TCP port 3978 for content service, a.k.a. BaNaNaS (outbound)
21:09:21  <frosch123> you need to forwards those ports in your router
21:11:09  <Tedjam> Im using my AWS EC2, so its in the security groups settings -> I've set inbound rules for UDP and TCP 3979 and UDP 3978, and outbound is set to all traffic
21:21:24  *** FLHerne [~flh@dsl-217-155-24-22.zen.co.uk] has joined #openttd
21:21:58  <glx> checked the server list ingame or on servers.openttd.org ?
21:26:33  <Samu> please help me decipher these numbers
21:26:38  <Samu>    -1 sprites/rapids.png 8bpp  10   10  64  23 -31   0 normal
21:27:16  <Samu> 10 10 is the coordinates where the image beings in that .png file?
21:28:01  <Samu> then 64 23 is the size of one of the actual sprites inside the .png
21:28:14  <Samu> what about the other numbers?
21:28:48  <Samu> or am i seeing this wrong?
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21:49:04  <glx> offsets maybe
21:59:23  <Wolf01> 'night
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22:30:22  <Supercheese> Well, FIRS has gone with April 1 release, even if OTTD itself hasn't
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22:40:08  <sim-al2> 1.6.0 now online
22:41:02  <Samu_> did I get the numbers right for these sprites? http://www.tt-forums.net/viewtopic.php?p=1166258#p1166258
22:41:04  <Samu_> https://paste.openttdcoop.org/pkahacyzq
22:41:31  <Samu_> i renamed the file, btw
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22:42:20  <Samu_> :o
22:42:50  <Supercheese> I see 1.6.0 release candidate
22:42:58  <Supercheese> but not necessarily 1.6.0 stable
22:43:32  <Supercheese> oh it's there just no news post
22:43:35  <Supercheese> odd
22:44:03  <Samu_> who's a master expert on .nfo?
22:44:15  <Samu_> that could help
22:50:22  <Supercheese> maybe Pokka
22:50:25  <Supercheese> but he ain't here
22:50:50  <Samu_> I'm screwed :(
22:51:07  <Supercheese> so.... use NML...?
22:51:09  <Samu_> poor supermod designed the sprites and now i don't know what to do with them
22:51:21  <Samu_> mop*
22:51:46  <Samu_> but the file is .nfo
22:52:29  <Samu_> let me get you a better link
22:53:31  <Samu_> https://git.openttd.org/?p=branches/1.6.git;a=blob;f=media/extra_grf/rivers/rapids.nfo;h=f66f3dc4453740394bf5e3172a88889daf990911;hb=HEAD
22:54:23  <Samu_> what I got so far was: each block of 4 is a variant
22:54:27  <Samu_> there are 16 variants
22:54:42  <Samu_> only 4 slopes are there
22:55:36  <Samu_> I need to edit in 14 more slopes in, each with 16 variants
22:57:24  <Samu_> supermop gave me 3 slopes, each with 2 variants
22:57:44  <Samu_> hmm :(
22:57:48  <Samu_> help?
22:59:41  <Supercheese> I have no idea what that file is talking about, sorry
23:00:32  <Samu_> about rapids.png
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23:00:42  <Samu_> https://git.openttd.org/?p=branches/1.6.git;a=blob_plain;f=media/extra_grf/rivers/rapids.png;hb=HEAD
23:00:48  <Samu_> this image
23:02:06  <Samu_> the image contains 4 colums, those are the slopes, and 16 rows, those are the variants
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23:03:50  <Samu_> 14 * 16
23:04:04  <Samu_> 224 sprites missing, keks :(
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